• Has gaming stalled? Can it compete?

    From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Thu Feb 19 18:23:37 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    Has gaming stalled? Can it compete? That seems to be the gist of a
    recent report on the state of video gaming* by venture capitalist
    Matthew Ball.

    It's not that video games are struggling. In fact, other reports
    indicate that there has been a 3-5% increase in spending on
    video-games world-wide. But at the same time, the industry is facing
    new challenges: development is ever more expensive, tastes between
    young and old gamers are diverging, hardware costs are skyrocketing,
    and --most pertinent to the report-- the industry is facing increased competition from mobile, gambling, video, and porn (especially amongst
    the critical young male demographic). Increasingly, they're spending
    more and more time on hobbies other than on steadfasts like "Call of
    Duty or "FIFA".

    Which, again, isn't to say video-gaming is going anywhere. But
    --especially from a venture capitalist's viewpoint-- it does mean that
    the glory days of investing in video game companies might be in the
    past. For the past twenty years, pouring money into game develop was a
    quick and easy way to big money, but that may not be the case anymore.

    What does this mean for the end-user, the gamer? Fuck if I know. Less
    money, maybe; less demands for big games that try to leech away all
    their players cash just because they have big names attached to them.
    Games that actually compete on quality? Games that don't try to appeal
    to every possible demographic? I've no idea. Yes, without endless VC
    money we might not get such massive games anymore... but we also don't
    get the demands VCs make on publishers. So this doesn't entirely sound
    terrible to me.

    And if the younger set no longer share my interest in gaming,
    preferring the TikyToks and OnlyFans? Look, I'm on fucking Usenet; you
    think I care about whether the kids like what I like? I've got money;
    people will still offer me stuff that feeds my gaming habits. The
    games might not be as grandiose or frequent... but with a video-game
    library numbering in the thousands, I think I'll survive that
    particular apocalypse. ;-)

    What do you think? Is this report full of shit? Has gaming stalled?
    Will it become, maybe, a niche hobby again?





    ----
    * you know I wouldn't leave you without a link to the report: https://issuu.com/ballmatthew/docs/gaming2025_vee10?fr=xIAEoAT3_MzMz



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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Sat Feb 21 11:54:53 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 19 Feb 2026 18:23:37 -0500, Spalls Hurgenson <spallshurgenson@gmail.com> said this thing:


    Has gaming stalled? Can it compete? That seems to be the gist of a
    recent report on the state of video gaming* by venture capitalist
    Matthew Ball.

    Another interesting tidbit from the report:

    Roblox is big. Like, really big. To paraphrase Douglas Adams, you just
    won't believe how vastly, hugely, mind-bogglingly big it is. I mean,
    you might think Steam has a lot of users, but that's just peanuts to
    Roblox.

    How big? It's engagement (e.g., hours spent using a product) is more
    than that of Steam, Playstation and Fortnite... combined. It's up
    there with Netflix in hours spent on its services. You want to attract
    the attention of the youth? You're not spending your precious
    development dollars on Ubisoft or Epic. You're pouring them into
    Roblox.

    And it's still growing. And not just piddling 5% or 10% (which is what
    most services would love to see)... but 25 to 70 percent.

    Of course, Roblox is still 'gaming', so its popularity to some degree counter-acts the earlier narrative of how video-gaming is having
    problems competing against other stuff, like porn, mobile, gambling
    and videos. And of course, you could point out that a lot of that
    activity on Roblox is probably bots, and --even if not-- it's mostly
    young kids, who may move to more 'mature' platforms as they age out.

    Although, you know... maybe not. Or not to the degree earlier
    generations did.

    But the overall gist is that the face of video-gaming is changing. It
    might not be the mainstream, everybody-does-it activity it's been
    since, oh, 2010, where everyone from toddlers to grandmothers were
    playing big-budget games on their XBoxen and Wiis. Video-gaming may
    slowly be going the way of the OTA/cable television; sure, everyone
    has one, but the number of people actually watching it is diminishing.
    It'll never go away entirely, the same way radio still has a niche,
    but it won't be as central as it has been in the past.

    #

    All of which makes me wonder about Valve and Steam. Because it's
    incredibly tied to this old-school model of video-gaming. Of all the
    people competing in that market, it seems the least prepared for these
    changes. It doesn't really have any mobile presence. It doesn't have a
    hit 'everybody gotta play it' game like Fortnite. It doesn't have a
    streaming service. It's ridiculously PC-centric. It offers numerous
    community services (forums, chat) but these are all largely tied to
    the games it sells. People aren't going there mostly to hang out and
    chill. Of course, all this is stuff _WE_ see as beneficial. We don't
    want Steam to be the next TikTok or Roblox... but _WE_ aren't the
    future.

    GameStop (the American software retailer) was in 2006 at the height of
    its success, and something nobody can imagine not being central to the
    gaming conversation... but even ten years later the writing was
    already on the wall for the GameStop (and now, GameStop is a joke
    supported only by its over-valued meme-stock). This happened because
    the market shifted beneath Gamestop's feet and the company either
    couldn't or wouldn't change to meet the new challenge. You have to
    wonder if Steam might be headed in the same direction.

    #

    Whaddaya think; is the face of gaming changing? Will we still be
    playing the same way in 2040 the way we are today? Will the titans of
    2026 still be dominant? Will Valve?



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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Fri Feb 27 11:33:46 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    Gripping hand argument:

    "Mobile revenue remained flat across 2025, but PC gaming "sees another
    record year" https://www.gamesindustry.biz/mobile-revenue-remained-flat-across-2025-but-pc-gaming-sees-another-record-year-sensor-tower-state-of-gaming-2026

    Of course, this isn't really a counter-argument to the underlying
    issues mentioned in my earlier post: that the video-gaming hobby is
    struggling to attract younger audiences in the face of alternate
    distractions.

    Still, it does show that PC gaming is a bulwark helping to resist the encroachment of those other hobbies. Yay PC gaming! ;-)

    The downside is that mobile gaming is turning more and more towards
    MTX and other monetization strategies, because as number of downloads decreases, they need to make each download --make monetizing existing
    players-- count for more.


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